/Engine/Source/Runtime/Engine/Classes/GameFramework/Character.h
Struct to hold information about the "base" object the character is standing on.
struct FBasedMovementInfo
uint16
BaseID
Unique (within a reasonable timespan) ID of the base component.
FName
BoneName
Bone name on component, for skeletal meshes.
bool
bRelativeRotation
Whether rotation is relative to the base or absolute.
bool
bServerHasBaseComponent
Whether the server says that there is a base. On clients, the component may not have resolved yet.
bool
bServerHasVelocity
Whether there is a velocity on the server. Used for forcing replication when velocity goes to zero.
FVector_NetQuan...
Location
Location relative to MovementBase.
TObjectPtr<UPr...
MovementBase
Component we are based on
FRotator
Rotation
Rotation: relative to MovementBase ifHasRelativeRotation()is true, absolute otherwise.